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Module Contribute
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lord_of_worms
Drgnwlkr
Tavion
7 posters
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Module Contribute
Dear DM-Worm..
I found these haks that could be use for (Arbor Falls Module)
They looked quite nice to have been added to the module and looks resonable in my opinion
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8134
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8135
i just thought i could contribute in a way to keep the sever alive
Hope to hear from you soon..
L0BSTER
I found these haks that could be use for (Arbor Falls Module)
They looked quite nice to have been added to the module and looks resonable in my opinion
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8134
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=8135
i just thought i could contribute in a way to keep the sever alive
Hope to hear from you soon..
L0BSTER
Tavion- CAP Rook
- Posts : 25
Join date : 2012-01-15
Re: Module Contribute
I checked those haks out and they are good but not so sure they would make much impact to Arbor Falls. Have you explored the server greatly? LoW's work is very outstanding custom content as well as the others that have helped him.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
Thank you for the links my crustacean friend. I am actually already following the forum where the original water/boat travel was discussed and have already worked some stuff into our next hak update. You can see what I mean here:
http://social.bioware.com/forum/1/topic/191/index/10423032/2
I am waay at the bottom of the page, with links but if you dont want to read all the jumbo...
https://www.youtube.com/watch?v=WYYfCQ-fUd0
https://www.youtube.com/watch?v=HUB08NRyFok
https://www.youtube.com/watch?v=ET7-HrscWvE&feature=youtu.be
as for the tileset, as much as I love the look of the texture.. I simply won't do non-ceiling tilesets...it just breaks the immersion too much for me and the people I have played with for years now...so if you notice in AF, there is no interiors that look like they were sliced in half by a butter knife. Not that i don't appreciate you showing me some links.. for that I am very thankful. So don't be discouraged. 1 out of two is not bad at all! *smile*
http://social.bioware.com/forum/1/topic/191/index/10423032/2
I am waay at the bottom of the page, with links but if you dont want to read all the jumbo...
https://www.youtube.com/watch?v=WYYfCQ-fUd0
https://www.youtube.com/watch?v=HUB08NRyFok
https://www.youtube.com/watch?v=ET7-HrscWvE&feature=youtu.be
as for the tileset, as much as I love the look of the texture.. I simply won't do non-ceiling tilesets...it just breaks the immersion too much for me and the people I have played with for years now...so if you notice in AF, there is no interiors that look like they were sliced in half by a butter knife. Not that i don't appreciate you showing me some links.. for that I am very thankful. So don't be discouraged. 1 out of two is not bad at all! *smile*
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
I didn't intend to sound so negative. Those are nice haks Tavion. I just checked Worms links and holy wow!
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
No its ok Drgnwlkr
I just wanted to contribute to the module becuase its fantastically layed out
I never seen a module soo unique lol
i'm happy that Lord of Worms was happy that i tryed to help
*crustacean* made me laugh ( thanks for that my wiggly friend )
L0BSTER
I just wanted to contribute to the module becuase its fantastically layed out
I never seen a module soo unique lol
i'm happy that Lord of Worms was happy that i tryed to help
*crustacean* made me laugh ( thanks for that my wiggly friend )
L0BSTER
Tavion- CAP Rook
- Posts : 25
Join date : 2012-01-15
Re: Module Contribute
anytime and just so you know, I did really appreciate the links, I will also have you know some of our most awesome items, and some great quest ideas were spawned from several of our players, currently Borojb has been doing a massive amount of content as well to add...so they can attest that I am always willing to listen to thankful players to make AF a better place for everyone.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
as I can attest to as well... a passing comment about how we need something like a sharpening stone to gauge how damaged our weapons are and POOF !! Sharpening stones show up !!
LoW.. your videos on sea travel and air travel are awesome !! I can't wait to play AF with a bucket next to my desk and a dramamine patch behind my ear !!
LoW.. your videos on sea travel and air travel are awesome !! I can't wait to play AF with a bucket next to my desk and a dramamine patch behind my ear !!
SHJ- CAP Squire
- Posts : 71
Join date : 2010-12-06
Age : 58
Location : Minnesota
Re: Module Contribute
It shouldnt be long, I know its been a long time coming between module updates but just so I have it out there, I have been working on AF for quite some time, so when it gets updated there will finally be some HUGE changes that are visible...the only reason I havent patched/update AF in so long is that I am building with a new HAK update that isnt ready for release at the moment...this is the only reason AF module has not seen an update since before Xmas!!
The one good thing about this delay is that I have seriously revamped alot of old scripts/old models that were not doing anything but slowing shit down.. I also have a nice concise list of ALL changes/additions made so upon reading the NEWS bit, players can see right from the start all the changes made and if willing can head right out to those areas to see them in action...
the biggest draw for me is the 2 new giant quests
Finally pieced together the Undersea adventure!! this sad tale started waaaaay back when AF when first created...but due to no real storyline to tie it in, lack of depth in my own undersea tileset and a multitude of logic issues (scripts to stop flames underwater? breathing..etc) it just never got done..
A new Jungle area off the island of Coss for high level players of +20 levels...
with new creatures, new items, new terrain, new skyboxes, new fun!!
so figured I would toss this your ways so you can see where we have gotten so far...
I speculate I should be ready for a live update by the beginning of May.
The one good thing about this delay is that I have seriously revamped alot of old scripts/old models that were not doing anything but slowing shit down.. I also have a nice concise list of ALL changes/additions made so upon reading the NEWS bit, players can see right from the start all the changes made and if willing can head right out to those areas to see them in action...
the biggest draw for me is the 2 new giant quests
Finally pieced together the Undersea adventure!! this sad tale started waaaaay back when AF when first created...but due to no real storyline to tie it in, lack of depth in my own undersea tileset and a multitude of logic issues (scripts to stop flames underwater? breathing..etc) it just never got done..
A new Jungle area off the island of Coss for high level players of +20 levels...
with new creatures, new items, new terrain, new skyboxes, new fun!!
so figured I would toss this your ways so you can see where we have gotten so far...
I speculate I should be ready for a live update by the beginning of May.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
And with extreme anticipation do I stare out towards the world of Arbor Falls!!!
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
Seems this is a good time to be resurfacing from Skyrim!
I might have to re-familiarise myself with the toolkit so I can help out some, long term sickness means I've had a lot of time on my hands.
Is there any chance the vampire stuff (specifically coffins and persistent player locations, which never happen with vampires) will be running? It's no big issue, just would be cool to have a coffin in his house. (By the way, there is an error on his house, the door out is not linked up correctly, the only exits are townportal or bat shape. Could be good for taking prisoners, I suppose.. mwahahaha).
I might have to re-familiarise myself with the toolkit so I can help out some, long term sickness means I've had a lot of time on my hands.
Is there any chance the vampire stuff (specifically coffins and persistent player locations, which never happen with vampires) will be running? It's no big issue, just would be cool to have a coffin in his house. (By the way, there is an error on his house, the door out is not linked up correctly, the only exits are townportal or bat shape. Could be good for taking prisoners, I suppose.. mwahahaha).
Ummma- CAP Rook
- Posts : 13
Join date : 2011-02-01
Location : Other side of the internet
Re: Module Contribute
May? ...
*Tries to kick into another gear, failing miserably as we hear the grinding*
How do I do this again?
*Tries to kick into another gear, failing miserably as we hear the grinding*
How do I do this again?
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Module Contribute
I can script the coffin in the house deal the only thing is that when logging in again from a log out, you will be transported to the OUTSIDE of your house, right outside your door.
there is no way currently to do this differently as the housing system uses area templates rather than hard coded areas...so its basically created at run time..
I am not sure if this is what you would want? but i will go ahead and allow your coffin to be picked up and carried with you/placed where you want (which will maintain the persistance location) EXCEPT for your house...as explained above.
there is no way currently to do this differently as the housing system uses area templates rather than hard coded areas...so its basically created at run time..
I am not sure if this is what you would want? but i will go ahead and allow your coffin to be picked up and carried with you/placed where you want (which will maintain the persistance location) EXCEPT for your house...as explained above.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
Oh, it is okay then, no worries. Might make residence in the theatre instead, just use the house as a warehouse of sorts.
I think I have dragged this a bit off topic now though. I have a gift for such things!
I think I have dragged this a bit off topic now though. I have a gift for such things!
Ummma- CAP Rook
- Posts : 13
Join date : 2011-02-01
Location : Other side of the internet
Re: Module Contribute
there is no such thing as off topic. (:
and your request is fine, like I said I will put it in, its optional afterall if a player wants to use new system or old way...so I always will give options like that. but again, no worries about changing subjects or what not... as long as it has to do with AF I am game.
and your request is fine, like I said I will put it in, its optional afterall if a player wants to use new system or old way...so I always will give options like that. but again, no worries about changing subjects or what not... as long as it has to do with AF I am game.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
if i ever get any free time soon, i believe one of my toons may need a coffin available in a house...
everything sounds great. wishing for some time to play. well, i need the work i am getting- so its a trade off i can not let go.
i dont even own skyrim... been gone long enough to play it though.
everything sounds great. wishing for some time to play. well, i need the work i am getting- so its a trade off i can not let go.
i dont even own skyrim... been gone long enough to play it though.
Shady- CAP Squire
- Posts : 96
Join date : 2010-09-23
Location : NYingtonshireville
Re: Module Contribute
Tavion, I started using that hak you first posted in a module I'm building and it works good. I want to see how to slow the speed of the waves since they are running rather fast, heheh. I can't watch LoW's post much because they are too kewl and make me covet them
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
just peel apart the newest AF hak, the new ship placeable waves is in it.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
At least the links were useful heheh lol
The waves and the air ship in AF were great i felt air sick because it felt soo real
the sea was great
see you soon
Tavion
The waves and the air ship in AF were great i felt air sick because it felt soo real
the sea was great
see you soon
Tavion
Tavion- CAP Rook
- Posts : 25
Join date : 2012-01-15
Re: Module Contribute
Yeah, the sea travel link you posted Tavion made me alil motion sick at first because of its speed, heheh. I think I'll need to sharpen up on compiling things correctly, I erf'd your waves placeable but the appearance doesn't work, LoW.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
because it uses a 2DA line that wouldn't be in your own HAK is my only real guess here...
you would have to add the placeable to your own 2DA to make it visible/working.
you would have to add the placeable to your own 2DA to make it visible/working.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
I had wondered about that... not up on 2da files.
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
Just open your TOP hak 2da file if you have one, if not extract it from NWN using nwn explorer. or if you really need to I can upload a base copy for you to download.
then extract MY 2da from my most recent hak. copy/paste the last lines to your own 2da
just change the ID numbers so they are sequential! so 1,2,3,4,5 etc
hopefully I did not just confuse you more.
then extract MY 2da from my most recent hak. copy/paste the last lines to your own 2da
just change the ID numbers so they are sequential! so 1,2,3,4,5 etc
hopefully I did not just confuse you more.
lord_of_worms- CAP Knight
- Posts : 321
Join date : 2010-01-12
Age : 50
Location : Massachussetts
Re: Module Contribute
Just to expand a little bit on LoW's post, and hopefully this will help.
the particular 2da file you are looking for is the TOP version (that is
in the list of haks in your module the highest up) of the placeables.2da
file. It could be in any number of haks, but you want 'highest' one that exists.
Then you just have to copy and paste the lines involving the waves from
LoW's 2da using notepad (there are dedicated 2da editors, but its not
necessary).
Actually explain good not I did there, so I'll bow out sheepishly now...
Good luck
the particular 2da file you are looking for is the TOP version (that is
in the list of haks in your module the highest up) of the placeables.2da
file. It could be in any number of haks, but you want 'highest' one that exists.
Then you just have to copy and paste the lines involving the waves from
LoW's 2da using notepad (there are dedicated 2da editors, but its not
necessary).
Actually explain good not I did there, so I'll bow out sheepishly now...
Good luck
borojb- CAP Squire
- Posts : 75
Join date : 2011-01-08
Age : 53
Location : Downstate Illinois
Re: Module Contribute
Thank you, that actually helps in my understanding. I will try this tonite. I had thought LoW might have meant that but was kinda ify, heheh
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
Re: Module Contribute
Okay, so the placeables 2da isn't working so well. What would happen if I 'pulled' all that is listed in the wrm_PW_plc hak 2da and placed them in my TOP hak then numbered in sequence? And do I need to place the mdl/tga files in override folder as well?
Drgnwlkr- CAP Knight
- Posts : 128
Join date : 2011-09-03
Age : 59
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